I have a ridiculous number of people on my ignore list.. every single account name on it has found its way there because the account was used to spam gold-selling advertisements in chat.
But even as I placed these names on the list, I knew many of them were legitimate accounts that were stolen and being used by thieves. An example: I always think “well that stinks” whenever someone with a decent two-piece fantasy name is suddenly spamming chat with gold-selling advertisements. You sort of know that’s someone whose account got hacked.
As I add their names to the ignore list, I often find myself wondering how I’ll know when they no longer belong there. Sometimes people on my ignore list are listed as being online – are they the legitimate owners who have regained control of their accounts, or the thieves who haven’t yet been caught and kicked? Short of removing them from the list temporarily to ask them, I can’t see any way of knowing.
Just curious how other people are dealing with this, if at all. Or, are there any suggestions on how ArenaNet can somehow clean up names of accounts that were once compromised, but no longer are?
(edited by Edge.4180)
I don’t use bears in case someone thinks I’m a bot. But the bear rangers are only the most obvious bots. I’ve seen warrior bots, and once I saw a necro bot.
That’s so unnecessary. If you’re not botting you have absolutely nothing to worry about.
My Ranger uses a bear all the time and I haven’t run into any problems. Why would I?
Appreciate the detailed explanation there on the last few pages. Thanks!
That said, it seems like having changes introduced into the build that can delay your ability to apply critical fixes like this for over a month is a problem that could use some attention (so that this sort of thing doesn’t happen).
Yeah it makes TOTAL sense!
Let me just throw this fireball at this guy and….. GAAH, MY LEG!
Seriously, I don’t understand why they couldn’t have just balanced the game around a single base movement speed.
They very easily could have, but I guarantee you the speed they would have chosen is the one that we use currently in combat. And then everyone would be complaining about how long it takes to travel between fights.
The combat speed is the speed they want you to move at when it matters. Everything faster than that is just the developers being generous.
Well, sometimes the “buy” button is grayed out. I have to completely restart my client to fix it and make the button accessible. Might try that until they fix this bug.
The reason it doesn’t show on your hero screen is that the crit only applies to weapon skills for that weapon.
So if, for example, you do a Mantra of Pain, it doesn’t get the +5% that’s on your GS.
If it were a 1-h sword, the +crit doesn’t apply to your 4 and 5 skill either.
I was reading this and thinking “well that sounds stupid” (not your explanation, just the idea that it would work this way). Then I stopped to think about it a bit more and decided that it still sounds stupid.
What happens when you’re using a Sigil of Bloodlust and your character has a 25 stack power buff on him? Is the offhand weapon not influenced by that buff? If you switch weapons the buff remains; is that new weapon not influenced by that buff despite the buff still displaying?
And if they are influenced by the buff, I would say “makes sense to me”, but at the same time that would be strange because it’s not consistent with the functionality you’re describing.
Um, you are the one that called it a family dear. I didn’t. I was only using your position against you.
In other words, you were just trying to cause trouble. Because I really shouldn’t have to waste time clarifying to you the difference between the usage of the word family when talking about RL relatives versus using the term to describe a guild in a video game. You can correctly use the term family in either case, but you’d be pretty silly to try and draw comparisons between the two (as you have done, apparently just to strike up an argument).
Good luck with that, but you’re going to have to spend that free time of yours finding someone else to pick a fight with today. :P
I just can’t ignore the harm it has done to the guild I’m in, which has always been on the small side, but in other games we always stuck together. Now, if there aren’t enough members logged in at the same time everyone seems to toggle over to different guilds, which only makes the problem worse as other members log in and find the majority of their online guildmates representing elsewhere.
What is the problem exactly, that guilds don’t have the ability to force players to stay and basically be an employee during times they aren’t enjoying themselves? If someone is representing elsewhere its because they are having fun elsewhere and you’re going to begrudge that over what that player isn’t doing for you?
I think its beautiful that this system has reduced mmo monarchs or hierarchies to being mmo politicians and that this change is long overdue.
Because it’s supposed to be a guild or a family that you stick with through good and tough times and help improve, not a club or bar you may or may not choose to visit depending on how happening things are on a given night. If you want the latter, ask for a tool creating a temporary throw-away chat channel, since that appears to be all you’re looking for.
I’m married. I have 2 sets of family that are “blood related” and one family that I have by choice. So yeah count them I HAVE 3 families! My kids have 3 sets of grandparents. I love them ALL the same. You can have more than one “family” or “friends” and still be just as loyal to them. I really don’t get this kind of logic at all.
I’m sorry, but that’s just a ridiculous analogy. First of all, most people (I hope) don’t spend all day logged into GW2 spreading the love between the multiple guilds they’re representing.
I see members that represent my guild maybe an hour a week, if that. If you’re going to make analogies like this, maybe you should try that out in real life and see how far that gets you with your family? I don’t recommend it, though. I’m pretty sure they’ll start complaining after a while too.
Why no, I’m not making the same assumption because I didn’t say “you” were mad about it it rather than saying I think “some people.” You directly said “appears to be all you’re looking for.” Why is does debating a point with anyone online ALWAYS have to include someone misconstruing what another types when the evidence is right there for all to see?
I’m in a small guild so understand all too well that not everyone likes huge guilds. I love how you say “I get it, you just wanna go where the fun is.” I could just as easily say I get it, you’re just asking Anet to provide incentive to keep players in a guild up and over those guildies being fun to play with..
The problem is the type of “fun” you’re advocating, to basically go wherever the party of the moment is, comes at the expense of others hard work. Some people put a great deal of effort into supporting and/or managing a guild. “Members” coming and going at will undermines that. Your fun is coming at the expense of someone elses.
If I say “look, I get it.. you just want to go where the fun is” and suggest you “ask for a tool creating a temporary throw-away chat channel, since that appears to be all you’re looking for”, it’s because that’s the picture you’re painting. I’m just reiterating what you yourself are saying. If you want to leave me with a different impression then paint a different picture.
I’ll try to put this as simply as possible. Without the multi-guild system, if a guild has elements that are not to your liking (example, not enough dungeon activity) your choices were a) quit that guild and join another, b) remain in the guild and be part of the problem, c) remain in the guild and become part of the solution to correct the problem. But with the multi-guild system there’s almost no incentive for anyone to correct the problems.. you can just temporarily mooch off guild-A for PvP, guild-B for PvE, and hang with guild-C when you want to be social.
Maybe larger guilds can get away with that kind of a setup (and that is really only until most people start to do it), but for smaller guilds that’s a recipe for disaster. When you’re in a guild with 20 or so members you really start to feel it when people temporarily remove themselves from the guild. These are the same people who, in other games, stuck with the guild through the slow times because 1) they were happy most of the time and 2) didn’t want to leave the guild. But now they don’t have to quit, they can just hop around from guild to guild. It’s like being in a guild where most of your members aren’t ever logging in, when in reality they’re actually on all the time. At some point it becomes hard to tell the difference between the two.
At a bare minimum, guild leaders should have the option of closing what is currently the proverbial two way door to their club house. They should have the option of whether or not they want that button labeled “unrepresent guild” or “quit your guild” with a warning that the action will remove their access completely. Because some guild leaders do not want members who come and go based on the way the wind is blowing. And you, as someone who does want to hop around, always have the option of not joining guilds that opt out of the multi-guild system.
Now, if you’re afraid that most guilds would choose to opt out instead of in.. then make your own guild and opt in instead. Put a little effort behind all that fun you expect to have.
Here is a list of legendarys and their looks
Those preview windows really do not do legendary weapons justice, since a large component of them (the effects) are not displayed in that view.
Example with Bifrost:
http://i.imgur.com/KjBYX.jpg
..versus..
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/9596/gw064.jpg
..or..
http://wiki.guildwars2.com/images/a/a8/The_Bifrost.jpg
(edited by Edge.4180)
For the past week I have been reporting daily the same group of bots running around in the same area, and they’re still there. How much damage have they caused in that time? Stuff like that makes me doubt ANet has a handle on the situation at all.
What should I think failed in a scenario like this? Their ability to investigate? Their ability to react in a quick but reasonable period of time? Their willingness to do something about it? A week later and those ridiculously obvious bots are still there, so obviously something is failing.
I just can’t ignore the harm it has done to the guild I’m in, which has always been on the small side, but in other games we always stuck together. Now, if there aren’t enough members logged in at the same time everyone seems to toggle over to different guilds, which only makes the problem worse as other members log in and find the majority of their online guildmates representing elsewhere.
What is the problem exactly, that guilds don’t have the ability to force players to stay and basically be an employee during times they aren’t enjoying themselves? If someone is representing elsewhere its because they are having fun elsewhere and you’re going to begrudge that over what that player isn’t doing for you?
I think its beautiful that this system has reduced mmo monarchs or hierarchies to being mmo politicians and that this change is long overdue.
Because it’s supposed to be a guild or a family that you stick with through good and tough times and help improve, not a club or bar you may or may not choose to visit depending on how happening things are on a given night. If you want the latter, ask for a tool creating a temporary throw-away chat channel, since that appears to be all you’re looking for.
I like how you made up this imaginary desire of mine that all I’m looking for is a throw a way chat channel. All I want from a guild is fun comradery. Then you basically say that people are supposed to stay in a guild through “tough times.” (aka obligated to not have fun in a video game for the greater good)
What I really see is that some people who are used to having power and ruling over others in previous mmos are mad that they don’t have that power anymore and don’t know what to do because now they have to actually be fun to play with and or provide a fun environment for people to stay.
Aren’t you, at the same time, making up this imaginary scenario where I’m somehow “ruling over others” rather than just being a loyal member of a guild who happens to not be blind to the damage the current system is causing to said guild? You’re a bit quick on the assumptions.
You say “All I want from a guild is fun comradery”. I suggested a customizable chat channel that you can fill with people who have similar interests. How is that not satisfying your request?
Look, I get it.. you just want to go where the fun is. But the truth is guilds can have upsides and downsides. And if everyone just floats around to wherever the fun is at any given moment, guild communities won’t survive long term, especially smaller guilds. And, believe it or not, not everyone likes huge guilds.
(edited by Edge.4180)
I really disliked the extent we were able to zoom out with that bug. In my opinion it makes the game look less appealing aesthetically, and adds an impersonal layer between me and my character and the world (the same one I feel when I’m playing a strategy game that typically employs a three-quarter view super-zoomed out camera).
At the same time, when the option is there it’s difficult to feel like you’re not putting yourself at a disadvantage by not using it. Because, obviously, seeing more is going to be more advantageous.
That creates a dilemma. Thus, I would prefer the option not be there at all.
I just can’t ignore the harm it has done to the guild I’m in, which has always been on the small side, but in other games we always stuck together. Now, if there aren’t enough members logged in at the same time everyone seems to toggle over to different guilds, which only makes the problem worse as other members log in and find the majority of their online guildmates representing elsewhere.
What is the problem exactly, that guilds don’t have the ability to force players to stay and basically be an employee during times they aren’t enjoying themselves? If someone is representing elsewhere its because they are having fun elsewhere and you’re going to begrudge that over what that player isn’t doing for you?
I think its beautiful that this system has reduced mmo monarchs or hierarchies to being mmo politicians and that this change is long overdue.
Because it’s supposed to be a guild or a family that you stick with through good and tough times and help improve, not a club or bar you may or may not choose to visit depending on how happening things are on a given night. If you want the latter, ask for a tool creating a temporary throw-away chat channel, since that appears to be all you’re looking for.
every 10 seconds two conditions will be removed, this interval is static, meaning i get two conditions removed after i zoned in 10 seconds, and then after that 10 seconds again, as example, in seconds
1,2,3,4,5,6,7,8,9,10=2 conditions removed,11,12,13,14,15,16,17,18,19,20 = 2 conditions removed.
My observations brought me to a similar conclusion, and that’s unfortunate because of all the ways to handle automated condition removal it seems like the worst and most useless. It allows far too many conditions to slip through the 10 second gap and expire naturally. The odds are simply too low that a pulse will trigger within a second of a condition landing. Why not have pulses remain in a ready state instead when they’re not needed, and why not use them individually as needed rather than triggering multiple condition removal moments all at the same time?
In the case of two automated condition removal tools, 2 pulses triggering 5 seconds apart every 10 seconds (and remaining on standby when not needed) are much more likely to catch a short duration condition than 2 pulses that trigger at the same time every 10 seconds whether they’re needed or not.
I am completely aware of all the many perks that are possible with the current guild system, however, I do not think they are offset by the potential damage.
I just can’t ignore the harm it has done to the guild I’m in, which has always been on the small side, but in other games we always stuck together. Now, if there aren’t enough members logged in at the same time everyone seems to toggle over to different guilds, which only makes the problem worse as other members log in and find the majority of their online guildmates representing elsewhere.
On top of this, you have a few dedicated people earning most of the points for the guild while fair-weather members unfairly benefit off the work of others. The current guild system, while very convenient and useful to individuals, ironically can be very damaging to guild families. I liked the idea on paper, but I do not like the end result after seeing it in action.
if you want to see an example of what the outcome of bad scaling does, open you map, and look at straits of devastation. half the waypoints are contested (literally half), because of event chains that are impossible by yourself and have no relevant rewards, so people just run straight through them.
No relevant rewards besides retaining access to the waypoints, you mean?
I disagree that events intended for groups need to be scaled for solo players. At that point they are no longer group events. There are plenty of events (most of them, actually) that do not require a group and can be completed by a solo player. If you run across any that can’t (despite not being flagged as a group event), reporting them on the forums in the appropriate board will usually result in a designer taking a look at the balance there and making adjustments if needed.
That said, sometimes it’s the player that needs to make adjustments on their end. Some would insist that no event can be soloed and that is simply not true. It may be true for their methods combined with their build, but that’s a problem with not adapting to the challenge.
Just last week there was a player on my server complaining in map chat that they couldn’t beat an encounter using the weapons that they wanted to use. When it was suggested they try different weapons, they complained the game was broken if it didn’t allow them to play with the weapons they wanted to play with. There will never be a fix from the developers to counter being stubborn or laziness.
(edited by Edge.4180)
What I do see? Conditions landing on me and sticking within moments of a fight starting, despite the fact that I have two automated condition removal abilities “waiting” for something to do. What should I believe?
What is probably happening is the enemy is applying multiple bleeds, etc., from multiple skills. They use a skill that puts up 1 bleed stack, then follow with another skill that puts on 3 more. The autowipe takes off the 1 bleed stack as soon as it’s applied, and then the 3 stack sticks. This is the inherent danger of autowipes. Guardian’s have a lot of these autowipes, so if i’m fighting them I try to get their autowipes on cooldown (but applying single bleed stacks, a chill, etc.) and then once they stop coming off hit them with churning earth so the 7 bleeds it applies stick longer, even if it’s only 4 or 5 seconds. I’m a bunkerish Ele, I can’t kill bunkered guardians anyway
(but they can’t kill me either)
What you’re saying is understandable but doesn’t apply to the scenarios I’m describing as my observations are from testing against lower level mobs that are usually one trick ponies.. they have a bleed, or a poison, etc that they use sparsely during a fight, but not a combination of multiple types of conditions like you’re describing. And that’s why the results I’m seeing make little sense.
My understanding is that the entire stack is also removed, not just one stack of it. If you’re talking about a combination of attacks that keep adding to the current stack, again, my observations are on lower level mobs that typically only have a single attack that applies a condition, and you’re lucky if you see it used once during the fight.
(edited by Edge.4180)
I find underwater combat to be extremely fun on the variety of character classes I have, including the Guardian. The only thing that annoys me down there is the invulnerability bug, which needs to be fixed. Mobs in the water also don’t have access to all the abilities they do on land (assuming they’re the type that can be in both locations), and can actually be easier to deal with in the water because of that. Kiting is ridiculously easy under water.
I’ve always thought the skills fire off as needed then recharge to fire off again.
This is how they work as far as I know. This could be tested easily (fight the Necro computer mob in the mists).
And I always see folks in discussions such as this talk about “Zoning in.” How they got the impression that this has anything to do with the matter baffles me.
Actually, testing this seems anything but easy.
The problem is (without dueling another player who you are actively communicating with for the purpose of testing like you can in other games), it’s difficult to tell when an NPC has applied a condition to you that has been immediately countered by a condition removal tool that responds automatically.
I’ve never seen a condition icon pop up, do a tick of damage, and then vanish prematurely (and I’m pretty sure we wouldn’t want condition removal mechanics to work that way). So, it seems that the condition removal cancels the condition application before it’s even applied, but since there’s never any clue that it’s occurring that’s all speculation.
What I do see? Conditions landing on me and sticking within moments of a fight starting, despite the fact that I have two automated condition removal abilities “waiting” for something to do. What should I believe? That two failed attempts to apply conditions were made on my character within a period of a few seconds, or that a single attempt was made and both condition removal abilities reacted (wasting one of them for nothing), or that we’re looking at a cleanser on a worthless 10 second pulse that allows conditions to come and go without challenging them?
would be nice to know.
Yes, yes it would.
I’m surprised there aren’t more theories floating about. If nobody actually knows, that’s just all the more reason for us needing an explanation. You shouldn’t really ever have to guess at how combat mechanics work.
(edited by Edge.4180)
what happened to dynamic scaling? there are so many events in lower population areas that have become simply impossible because you’ll never manage to get 10+ people in the same spot to punch a giant for 10 minutes for a mere event reward, that they just remain there, not doing anything.
the most common example are the giants, like the one in diessa plateau and the one in harathi hinderlands. they take forever to die, don’t scale at all, require a ton of people to be taken down, and give little to no reward beyond the event medal.
This is just not true at all. First, some of the events are clearly flagged as group events and you shouldn’t be expecting those events to scale down cleanly to a point where they can be soloed as easily as they can be handled with a group.
As for the giants, they do scale. Three of us took down the champion giant in Harathi with very little effort.. just took time. But it takes time whether there are three players or thirty fighting him. The more players are involved, the larger his health pool gets.
As for players saying it’s not worth it, the giant is part of an event chain that eventually gives you access to a skill point in an area you normally can’t access without participating in a much more difficult centaur meta event. It’s odd he’s being used as an example of events that don’t work well with smaller populations when he is literally the back door to that skill point for players who don’t have enough numbers to take on the centaur meta event.
I haven’t run into a normal event (not flagged as a group event) that can’t be beaten with one or two players.
(edited by Edge.4180)
As I mentioned, I have a number of characters that each add to the amount of storage space I use. I also have the chef profession, where many components can’t be placed in component storage. If Anet wants to “fix” that.. by all means, please do.
As my rosters of characters increases, I’ve been purchasing more and more bank storage space. However, I’ve apparently hit the limit, as I’m no longer allowed to spend gems on increasing my bank’s storage capacity any further.
This seems like a rather odd decision for a business. It’s like I’m trying to hand you more money but you’re telling me you don’t want it. It’s doubly strange since this is the main area you’ve been obtaining cash from me. I’ve easily spent more on bank storage space since release than any monthly subscription MMO would have cost me. So, why not allow me to continue to do so?
behold the sound of the world’s smallest violin. I’ve been playing almost as long as you, and probably have more time in. Ive bought every bank slot i could afford as I could afford it. I have less than half as many.
You claim you are spending real money on gems, but you could be just as well merely trading gold for them.
Sounds more likely to me that you are one of those market arbiters that are screing up the game.
What a strange response. Where is this hostility coming from?
First of all, if you have half as many bank slots as me it’s simply because I had no qualms about dropping twice as much money on storage as you. There’s really nothing more to it than that.
Personally, I’ve never purchased gems with gold (or gold through gem sales). However, I’d love to know why you’re acting like that even matters?
When a player uses gold to purchase gems, those gems being purchased with gold were purchased using real money somewhere along the line, ultimately bought and sold by another player. In the end, Anet has received money for gems, and those gems are being used for a BLT account service. Whether I spend real money on gems and buy bank space or Bob buys gems, sells them to Sue for gold, and Sue uses the gems to buy bank space, it’s all the same.
You just don’t seem to be clear on how that works, so I wanted to point it out.
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Anet, whats the deal here? I’m starting to feel like all you want from me is my money.
Of course they want your money. It’s a business that requires money to run.
The important there here is that you don’t have to give them any if you don’t want to. So why complain like you’re being charged a monthly fee?
Or is it just random? Like as a level 80 he could randomly receive drops that are level 6 or level 70~80?
You have it correct in that part of your quote there. A level 80 in a very low level zone will receive an assortment of gear.. some lower level, some level 80.
I completely hate RNG designed content. Random, for me, is simply not fun. I prefer to have a goal to work towards where I know for an absolute fact that X amount of work will lead to a reward.
The problem with randomness is that it’s completley possible to never beat the odds, no matter how good the odds are in your favor. I remember during one of WoW’s holiday events players had at least a week to acquire toothpicks, which were a random drop from a reward bag that (if I remember correctly) you could obtain every hour. I happened to get a ludicrous number of toothpicks. However, there were people in my guild who obtained more reward bags than I had and never saw a toothpick. It’s just ridiculous how badly something based on RNG can go, and it’s extremely disappointing and utterly frustrating.
One of the big things that attracted me to GW2 was the lack of emphasis on randomness compared to some other recent RNG-infested nightmares I’ve played (TERA). I would not want this game to go more in that direction ever. There are plenty of MMOs that embrace the RNG method of design and people are welcome to go play those instead if GW2’s method doesn’t appeal to them. We do not have to have this game turned into every other game.
I have this ability on my ranger, and a similar swiftness buffing ability on other characters, and they all put your character in a state where they will take a swing at a nearby target if you’re not careful.
I suspect this is intentional behavior. While we all use these abilities to speed up our out-of-combat travel across the map, they are actually intended to be used in-combat (where the auto-attacking makes sense). Frankly, I’d rather it work correctly in combat and be a little finicky outside of combat than the other way around.
I’m not so concerned about being able to have a place to vent my frustration as I am about being able to avoid additional frustration by being able to come to a thread and checking on the current status of this bug versus hoofing my character out to the instance and wasting additional time finding out that it’s still not fixed. If a patch comes out and players are posting that the problem is still exist, I have my answer. If the thread is locked and nobody can share any information with others stuck in the same position, I can’t. And before someone suggests we should rely on patch notes, all too often they are incomplete.
That is why threads like this need to stay open and not be locked down the moment a developer provides some sort of response or update. When that happens but an issue isn’t resolved, players still have questions and need a place to ask those questions. What’s the point of the forums otherwise?
FOV (Field of View) Changes Beta Test - Feedback Thread
in Account & Technical Support
Posted by: Edge.4180
My feedback: If this is going to be introduced in the game, please do not force everyone to use this new FoV; it should remain optional. Also, the reflection problems that occur with this change needs to be fixed. I’m surprised they aren’t getting more attention in these comments.
Seeing “more” (to a point) is probably always going to be preferable. However, after extensively testing this I’m honestly not a fan of the loss of visual quality. I don’t like distortion/fish-eye problems that occur towards the edges of the screen. And while you can stand in the middle of a wooded area and the new FoV causes it to look so much “deeper”, things also look so much more inferior – I assume this is because I’m seeing the lower detail LOD models more often with this change.
On top of this there is a performance hit. So, we have worse graphical quality combined with worse performance versus being able to see more.. some will prefer the latter over the former while others have their priorities reversed. It’s why this change needs to remain optional if it’s going to be introduced into the game or you risk upsetting one of the two camps.
As for the players insisting they be able to see more sky and less ground and requesting a vertical camera adjustment.. yes, I agree a screenshot can look more aesthetically pleasing when more sky is showing than ground beneath the character’s feet. The ground in games rarely gets the attention to detail as the objects above it. However, as a player who prefers melee characters I appreciate the fact that we can see more ground surface surrounding our character, as it allows me to more easily track the opponents and allies fighting around me. Showing more sky means being able to see less of what is directly behind you as your character’s feet are moved closer and closer to the bottom of the screen, and so I am not in favor of that requested change.
While I wouldn’t use it, perhaps you can go the route other MMOs have gone and provide players with the option to shift their character placement on the screen slightly to the left or right. That would cut down on the number of complaints regarding being able to see directly ahead of your character.
Just wanted to mention that I’ve seen the same thing today as well. Candy corn nodes that are there for a moment, and then gone.
I don’t think anybody wants to spend trait or slotting choices on a hunch; we like making informed decisions. And since it’s not clear from the text provided within the game, I think it’s ultimately the responsibility of the developer to clear up the confusion when it comes to how certain mechanics are intended to work. Otherwise, how do we know they’re working correctly (or at all)? In this particular case, it’s a question regarding the mechanics of condition removal.
So, let’s say you have three abilities and/or traits equipped which offer the same passive ability: “Cures a condition every ten seconds.” And then you zoned to a new map (thus zoning into a new map with them all “active”).
How exactly does that work? Would you..
A) ..have a condition cured every 3.33 seconds?
B) ..have three condition cures firing off at the same time every 10 seconds?
C) ..have three condition cures firing off at different times, each on its own independent 10 second timer, which is completely based on when you slotted each ability/trait, regardless of zoning to a new map afterwards?
Clearly (in my opinion) “A” is much more useful than “B” (and even “C”), as the latter can more easily allow conditions to land and expire naturally between cleanse points.
It has also been suggested that condition removals are always immediately ready to cleanse a condition as long as they have not done so in the prior 10 seconds. That it isn’t a “pulse” that fires every 10 seconds, but instead a state – either being in a mode where it was recently used (passively) and in the process of recharging over a 10 second period, OR being ready and instantly available, but remaining dormant until a condition presents itself for removal.
That’s a nice thought, but is it accurate? And even if it is, the question of how multiple condition removal skills interact remains. What if you have three such passive skills/traits running? Do they all react, cleanse, and then go on to a 10 second cooldown over the same single condition (which is a big waste of two of them), or is the system more intelligent than that with 2 of the 3 cleaners remaining dormant since only one needs to react to cleanse the problem?
The latter, for example, would allow someone to instantly cleanse the first three stacking application attempts of a bleed as they’re each applied, where as the former would waste three cleanses on the first bleed application (allowing the following two bleed applications to successfully apply).
I (and I believe other players) would really appreciate a definitive “this is how the system works” explanation. I know some developers prefer to leave things a mystery and prefer players figure things out, but how an ability works (particularly traits, which we can only choose so many of) should never be one of those things that players have to guess about.
Commander's don't need to show their commander icon outside of WvWvW
in Suggestions
Posted by: Edge.4180
I would like to see the icon removed outside of WvW as well, or the option to not display it on my interface at a bare minimum. In the past I have spent an unnecessary amount of time struggling to find merchant/tradepost/etc icons on the maps in areas I was unfamiliar with, only to miss them because a “commander” was standing at the location and his icon was obstructing the other icons. That’s not a good design.
As my rosters of characters increases, I’ve been purchasing more and more bank storage space. However, I’ve apparently hit the limit, as I’m no longer allowed to spend gems on increasing my bank’s storage capacity any further.
This seems like a rather odd decision for a business. It’s like I’m trying to hand you more money but you’re telling me you don’t want it. It’s doubly strange since this is the main area you’ve been obtaining cash from me. I’ve easily spent more on bank storage space since release than any monthly subscription MMO would have cost me. So, why not allow me to continue to do so?
I would spend much more money in the cash shop on almost every town-clothing cosmetic item you offered IF (and only if) you created a free, town-clothing specific, self-expanding storage location for it on my character.
Here’s the thing.. town clothing in my normal inventory is taking up valuable adventuring space where valuable loot can go. Thus, it’s not going to happen.
Town clothing in my bank is useless to me.. I want to be able to switch to it exactly when I want it, not after I make a trip to the bank for it. Again, not going to do it.
But if you put a specific storage area on my character that only accepts town clothing items and has infinite capacity, and I will fill it with as many town clothing accessories as you toss up on the store. As it is right now, every time I look at a piece of town clothing on your store the #1 reason I pass on purchasing it is because I’m thinking “I just don’t have space to store this or can’t justify allocating space to something I’ll only use occasionally.”. Why are you allowing that to even be a factor influencing my decision?
Help me give you more money.
At this point it wouldn’t be fair to add that achievement. There are only a few days left and for many players an achievement is a strong incentive to complete things. So the players who just gave up because there wasn’t one attached to this jumping puzzle and chose to do something else instead, might not have the time anymore to obtain it anymore.
If there was an achievement from the start, then it would’ve been fair.
I think it’s a sad day for gamers when players insist a game can only offer rewards for an in-game accomplishment so long as those rewards have been clearly laid out in advance first. That developers shouldn’t ever surprise players with a reward (like a title) after the fact. That we think it isn’t “fair” to be rewarded without warning.. because, clearly, if we had known rewards were involved we might have put forth a little more effort so as to not miss out on them.
That’s just ridiculous.
Sometimes you just do something beyond the norm, someone takes notice, and a pleasant surprise is the result. It happens in real life and there’s no reason it can’t happen in a game. Players need to stop being lazy and stop demanding rewards before they commit to springing into action.
(edited by Edge.4180)
Just going to toss in my two cents here. Like everyone else I ran into this bug a while back and have been patiently waiting for a fix in a patch – for what has been several patches now. I’m having a difficult time understanding how a bug that is completely blocking progress in a personal storyline has been allowed to persist this long.
I’ve been patient, and at this point I feel like I at least have the right to complain. Not only should this bug have been fixed already, but it’s clear that work is also needed on whatever hurdles have delayed the release of the bug fix in the first place. It simply should not take this long for showstoppers to be resolved, especially when the bulk of the delay seems to be in the actual delivery of the fix rather than the act of locating the bug and resolving it.
Your current system of getting these fixes out is not working well enough.
In order to get the hat, you need to play the event and get at least one “Mad King Says” emote right.
Either there’s more to it than that, or there’s a bug. I participated in the event, even stayed until the event complete notification appeared. No hat.
Not to pop the bubble of this theory, but I’ve had the emote bar several times (felt picked on, honestly, as some of the better loot came from the initial fight and I was always getting tied up with the mad king says game), and despite doing it correctly I never received any exotics. Ran that dungeon A LOT too.
Random is random.
“Mad Jumper” would also be a fitting title for those who have beaten the Mad King’s clock tower.
A group I was in this evening almost unanimously complained that the voice-over (and acting) for the Mad King was horrible. I thought they were crazy, and came to the conclusion that people really will complain about anything.
First, there have been a number of Mad King solo posts already. Second, you can beat the Mad King event in a fraction of that time with a group, and getting in one is ridiculously easy. It’s not like you’re getting better rewards killing him alone. You’re just.. taking a lot more of your time up doing something that is normally completed relatively easily and quickly.
Solo or in a group, the trash mobs are the toughest part of that instance. The king himself is pretty easy to “tank”. He just has a large health pool.
(edited by Edge.4180)
I don’t know about GW2, but I can’t remember the last time an MMO didn’t forbid account sharing in their EULA. Some make exceptions for children using a parent’s account.
You get knocked down and take heavy damage when you don’t comply. You also get stuck without your weapons for longer (which can be bad if you’re down on the first large platform with the monsters, which many groups run down to early).
I hate it. If it’s going to stay in, then implement a “max zoom distance” slider so we can choose the range of our zooming. I prefer a smaller range and a higher sensitivity. I’d also like to have the normal default marked (as I want to go back to it).
Honestly, the current extreme zoom makes the game look worse graphically. That, however, is just my opinion. What isn’t an opinion is this: if its a bug, the longer you take to fix it, the more players are going to gripe when you finally get around to doing so.
I figured “what the heck” and did it today on a level 5 character today. I actually didn’t die either. However, that is just due to a little timing on my dodges, some smart navigation, and a whole lot of luck. There were actually quite a few lower level characters attempting this and thus a lot of distractions running around for the monsters. I could have just as easily been one of those distractions.
As less and less people do this quest, it will obviously get more difficult for lower level characters. The truth is, if appropriate level characters were not on the scene it would have just been impossible to complete.
I think the most ironic part of the journey for me was when my little level 5 character saved the day for many much higher characters, by wisely extinguishing the fires first that surround one of the ghost after everyone else died attempting to just push through them, and then resurrecting their characters once the flames were out. See.. you can make the trip AND be a hero, even at level 5. :P
Are the halloween weapons automatically soulbound to the character who loots them from the chest?
Neither I nor my friends saw the Mad King model or the (I assume) Priory voice-overs and the counter-attack forcing the Mad King back into his realm. We only saw everything else. Some of us have some seriously new and beefy systems too, so I don’t think the problem was on our end. We were also in the real Lion’s Arch map (not an overflow) on our server (Tarnished Coast).
Kind of bummed that it didn’t work properly after standing there and waiting for it for over an hour.
I don’t know, I saw a string of a half dozen or more high level ranger bots + juvenile bears tearing across the landscape tonight in a tight pack in the Bloodtide Coast zone on the Tarnished Coast server. Then, in the hour that followed, I received at least 5 gold seller in-game emails. On top of that, I blocked a ridiculous amount of gold spammer chat advertisements in various zones today.
So, I didn’t walk away tonight feeling like a lot of progress has been made. It’s hard when you see X, despite the ban numbers claiming Y. I’m sure there are bans happening, it’s just the impact doesn’t seem obvious enough.
I do feel that character sizes are creating visibility issues that are, perhaps, adding an unintended level of difficulty (at least, I hope it’s unintended).
Short of just being bad at these types of jumping puzzles, there is really no excuse for Norn or Charr males to fail at the tower. Those two races can see their characters better than anyone else in that zone at any given moment.
Now, I’ve completed the tower, but it was so much easier on my Human than it was on my Asura, and that was completely due to this size issue. I literally could not see my Asura for much of the initial journey up the tower because they were just hidden by the pack until deaths thinned it out.. especially when male norns and charr were present. And if you have a male Norn or Charr that could regularly go the distance most of the time, they become a constant source of annoyance.
I feel instance grouping should have been by race, or everyone should have been transformed into the same creature while at the tower (preferably something small so people aren’t complaining about the overcrowding so much). I think having other players falling around you on the way up does add tension to the event, but personally I think there are too many allowed in each instance right now.